Who put the stranded Admiral in charge? - Siberian White Short Campaign PBEM

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The fighting power of an army can be optimized if its divisions are constructed sensibly. Basically there are two prototypes: infantry divisions (forming the bulk of any army) and cavalry divisions (much higher speed but inferior combat power). Especially the Southern Whites start with a lot of cavalry which can be concentrated into a fast and powerful strike force.

Infantry divisions: obviously the main component is infantry. The second most important is artillery. In principle, the more artillery the better. However frontage limits the number of guns that can engage at once (in open terrain frontage is wider, in mountains, swamps, hills or woods smaller). From a certain point onwards more guns don't help. Moreover a division needs a sufficient number of infantry to absorb damage. During battle resolution infantry and cavalry take damage first, artillery last. It is not unusual to see the entire infantry component of a division wiped out while the artillery escapes without a scratch. Therefore I would advocate for 2 artilleries per division as minimum and 7 as maximum, all the while observing a ratio between infantry and artillery of at least 3:1.
Useful supplements:
- tanks: not more than one per division, anything more is a waste, pure tank divisions are stupidity (the Germans get one in the Drang scenario for example, split it up!). The tank doctrine in RUS is that of WW I rather than WW II. Tanks have the armoured support ability which grants infantry within the same division an initiative bonus (higher chance to fire first) and improves their combat effectiveness by +10%. Moreover there is a bug that seems to change the movement rules for infantry divisions if they contain a tank element. Basically such a division moves about as fast as cavalry. Never leave tanks on their own - it is a waste of the armoured support ability; never put them in a cavalry division since the ability only affects infantry.
- armoured cars: basically these are a poor man's tanks in RUS. The only important difference is that there isn't a bug affecting the movement of the entire division.
- engineers: I sometimes put them within a division but they are fairly soft and tend to suffer from it. The important thing is to have one per stack (entrenchments are built a lot faster), my impression is that it is more beneficial to leave them outside the divisional structure.
- cavalry: having a single element of cavalry per division improves its detection value (it will deliver more precise intelligence on opposing forces)
- tachankas: 1 per division (not more) is useful. They provide fire support (+1 initiative bonus). Common sense seems to indicate that this weapon was invented to support cavalry but they are just as useful combined with infantry.
- specialist infantry: mountain infantry for the Siberians, Cheka Line infantry for the Reds. Their special abilities affect the whole division. More than one per division is a waste.

Cavalry divisions: Everything that could slow down such a division has no place in it. This leaves three incrediants: cavalry, horse artillery and tachankas (1 per division, more is a waste).

The most important rule about divisions is the bigger the better. During battle resolution a single division often has to absorb the entire damage a stack with multiple units takes. A small division runs a high risk of losing elements in such a situation while big divisions fare much better.

The division in the picture above has absorbed 83 hits during a single turn (~5.000 men) yet it remains a formidable fighting machine. A smaller division would have lost most if not its entire infantry complement in such a situation.

Independant units: Some units can stay on there own within a bigger stack others should be integrated within divisions: artillery works fine on its own; tanks, armoured cars and tachankas waste their special abilities if they aren't integrated into a division. Infantry, cavalry and militia should be integrated into divisions as well. Otherwise it may very well be that a single militia unit with its 2 elements draws the fire of an entire enemy division during battle resolution.

Finally, divisions should never be regarded as static. Everytime I change the composition of a stack, I revisit the construction of its divisions. Often new units within a stack present the possibility for optimization. Equally after a stack has suffered heavy casualties, it can be wise to rearrange its divisions. Spread depleted elements equally between divisions or even better concentrate such elements in a HQ stack rather than corps. If corps and an HQ stack are present in the same region, the latter always engages last consequently the best/least harmed units belong in corps, depleted units into the HQ stack where they are comparitively safe.

Good progress (in the first update) and lots of good info (in the second update). Sounds like there is a unit cap, regardless of how many peasants you enlist? And how does that work: if a unit is destroyed, can you build a new one? Or do you have to wait for the next batch of troops to become available?

@ loki100: Not sure if I am at the high tide yet. But yes, the increasingly drained Siberian unit pool will slow down any further troop build-up. Just as bad, I seem to be unable to get new generals. I don't think the option is bugged, though. Basically there is a pool of leaders that can be spawn via this option. If the option is taken each general in the pool has a 30% chance to spawn. The game checks leader after leader until one succeeds this test. In the Short Campaign most Siberian leaders in that pool are already on the map. It increasingly happens that all leaders left in the pool fail the dice roll and you get no leader (happened to me on my last two attempts).

Brigades in RoP have indeed the same role as divisions in RUS. But the concept is a lot simpler in ROP where each brigade is limited to 4 regiments, in RUS divisions can consist of a leader + 9 other units.

@Searry: Welcome and thank you for reading my little AAR. RUS is a gem of a game. If you like complex strategy games, it is a great choice. It shines especially in multiplayer.

Stuyvesant: At the start of the game each side has a limited number of units it can build: for example the Siberian unit pool contains 30 infantry brigades to begin with. If a unit gets entirely destroyed it is added back to the unit pool. At certain points during the game additional units are automatically added to the pool (in the Short Campaign that happens only once at the end of December 1919, unfortunately only the Reds get more brigade sized units, the White factions just get small units (militias containing two elements or single regiments). This is a major disadvantage since I won't be able to create big divisions with these units.
Still I can't really complain - it already took half a year of constant nagging to get the developpers to add brigade sized to the White factions in the first place.

My brave Southern allies are trying hard to slow down the transfer of Red troops to the Siberian front. The cost to their depleted units is high, though.
Meanwhile the Russian winter has come upon the land. Harsh weather and frozen rivers on the whole map. This may be benefitial for further attempts to cross the Volga but marches through the snow take their toll even on Siberian soldiers.

Northern front: The mud has brought this front to a complete standstill. There is little for the Red Army to gain here: Shorin could make a forced march to Ekaterinburg. The city is only guarded by a single regiment and would fall easily. Of course such an attack would leave Shorin isolated and the Siberian forces well positioned to cut-off his retreat and subsequently crush him.
Alternatively, Shorin might try to attack Gaida at Perm (the weakest stack within the Kama Line). But again the outcome would be almost certainly bad for the Red Army.
Meanwhile Gaida and his generals are already preparing a plan code-named Snowstorm ...

Center and South: Akutin expelled Chapaev from Buzuluk but the price was high: in the streets of the small city 2.200 White soldiers lie side by side with 1.800 of their former foes. Further west, 1.400 Red Guards sacrificed themselves in a desperate stand at Volsk. One of the annoying quirks of the AGE engine is that in such a situation the superior force usually doesn't continue its march. Thus Kappel wasted the last four days of the turn at Volsk rather than finishing his march to Burasy.
This might have dire consequences: Kappel's target must now be obvious to the Red leadership. Even worse the railway line to Saratov hasn't been cut off at Burasy as planned. Consequently, Shaposhnikov's troops which have arrived at Penza last turn from Moscov could slip through and strengthen Avksentevski at Saratov. Samoylo might try the same but he would arrive at Burasy after Kappel and would have to fight his way into Saratov. In Ian's shoes I would probably evacuate Saratov rather than reinforce it. But Ian doesn't like retreats ...
I considered switching the target of my attack to Penza to keep the element of surprise but the odds are still very favourable for Kappel: Joined at Saratov Avksentevski and Shaposhnikov would command a total of 595 pw against Kappel's 1821 pw. Moreover Khanzhin is in position to march to the sound of guns with another 700 pw and will be further strengthened by some units from Tolstov's army.

My second target this turn is one of opportunity: Chapaev is low on supplies and isolated in the middle of a number of Siberian corps. He can't reach safety within a single turn. Most likely he will head to Balakovo, alternatively he might try to escape on a Northern route leading to Syzran. Voitsekhovski and Shukin are ordered south to intercept him.
Voitsekhovski will leave one division behind that will be reinforced swiftly by troops under Dutov. Samara won't stay unprotected either since Akutin is moving North with most of his corps. Theoretically, Chapaev might try to retake Buzuluk but I doubt it since Akutin outnumbered him 2:1. Uralsk could appear more tempting but I believe he is aware of Tolstov's presence there.

Supplying a huge field army: The Siberian supply network is stretched to its breaking point. Winter will only make things worse. It limits the effectivesness and range of supply distribution. Most importantly their are crucial gaps in my supply network (this is almost an understatement - east of Samara all supply depots are isolated, too far apart from each other to push supplies onwards). Currently all frontline depots are empty while supplies are piling up at Ufa, Ekaterinburg and Chelyabinsk. The situation is not dangerous yet: there is just enough supply to feed all units. But with the start of winter and new troops heading west the situation could quickly turn desperate.

There are three possible solutions:
1. Build new depots and upgrade existing ones: I have been doing this for a while. This turn a new depot at Buguruslan will fill the gap between Ufa and Samara
2. Increase the railway capacity: capacities not used for troop movements are used to transfer supplies. The Siberian railway capacity is currently at ~ 450 points. This turn 136 points will be left for supply transportation. It should bring some relieve.
3. Increase loyalties to the Siberian White: Loyalties directly affect the supply production. The higher loyalties the more supplies are produced (the basic supply production is multiplied by (0.5 + loyalty : 100); meaning with 0% loyalty, supply production is halfed). Obviously, in newly conquered territory pro Siberian loyalty is very low, I am using reforms to change that. This is the most effective way to end a supply crisis but unfortunately only a long term solution.

Recruitment: With no infantry brigades or militia left to build, I have turned to cavalry brigades. 8 new ones have been started this turn along with some artillery and conscript infantry regiments.

@ Stuyvesant: Supplies are distributed automatically (in that sense AGEOD games work like the HoI series). The supply filter in AGEOD games is a little more helpful since it shows exactly how many supplies accumulate at every depot (or even more important where none are to be had). The big difference to standard Paradox games is that in AGE games the player is able to influence supply distribution by building new depots.

loki100: It's one of my favourite moves to cut enemy forces off and watch them wither away under starvation. I know this sounds horrible. In RUS with it's railroads starving enemy forces isn't easy to achieve, though. In RoP on the other hand, a game can end very quickly if a player knows how to employ starvation.

Currently this PBEM is just two turns ahead of my AAR. Since I don't want to give away too much information to my opponent. The next update will have to wait a little bit longer. I will post the third chapter on game mechanics, though.

This Chapter could also be titled "ressource gathering"; the objective is to take a closer look at the options crucial to the maintenance and possibly expansion of the army. Basically there are three main tools:

1. Partial mobilization (ledger - F3): The tooltip explains most that is to know about this option. Some information is missing or even wrong though:

The output of this option depends on NM; there are three different levels:

< 80 NM: low return

< 120 NM: medium return

120 NM or more: big return

The option is available more often than the tooltip suggests: it's not once or twice a year but rather every six turns.

The amount of replacements (which differ between factions). Here are the numbers for the Siberians:

low NM: 1 line infantry, 4 militia, 1 cavalry

medium NM: 2 line infantry, 5 militia, 1 light infantry, 1 cavalry

high NM: 3 line infantry, 8 militia, 2 light infantry, 2 cavalry

Since all factions pay the same for partial mobilization but the returns are highly different (the Siberians get only ~25% of the conscripts the Reds receive), partial mobilization is a lot more powerful for the Bolsheviks than the Siberians (the reason for these vast differences is obviously game balance). But even for the Siberians it is still one of the most powerful options and should be taken whenever possible.
As an unwelcome sideeffect the differentiated returns further strengthen the winning side. While it makes sense that people are reluctant to join a losing cause, it only increases imbalances in the game.

2. Raise more money (ledger F6): In this case the tooltip is completely accurate: printing money costs 10 EP and 2 NM. The return is 200 rubbles. Early in a campaign it is usually the first option I use. Its proceeds pay for the first increase of my railway capacity. The option comes with a nasty downside though: + 5 inflation each time it is used. This means every unit built, every replacement chit bought will cost 5% more money in the future. Obviously frequent use of this option can undermine an economy. That is why I favour requisitions and use the money printing option only once or twice in the early stages of a campaign. Should the war however go badly, such reluctance has to be abandonned quickly.

3. Special operations (ledger F 7):

Requisition:

Conditions: 51% military control and 50% loyalty in the capital region (the region named in parentheses behind the name of the area). If the military control drops below 51% the operation is automatically cancelled.

Output: 100 money and 8 war suplies. However, this is only a base value. I am not sure what exactly the modifying factor is - my guess would be it's the size of the main city. As a result Moskwa has the highest possible returns: 115 money, 9 war supplies; while Volhynian in Western Russia only gives 102 rubbles and 8 war supplies.

Cost: loyalty (how it is exactly calculated is beyond me).

Conscription:

The conditions are the same as for requisitions.

Output: 120 conscripts. Again this number is modified (Moskwa gives 138 conscripts, Volhynian only 122).

Obviously requisitions are more important; conscripts can be raised by other methods (partial mobilization, recruit party members or prisoners). The only alternative way to gain money is the raise money option which is harmful in the long term. Moreover, all sides get every turn considerably more conscripts from their cities than money.

Very useful stuff! I didn't even realize the 'partial mobilization' and 'raise more money' options existed! Also, thanks for the explanation on the supply net. It makes me a little more confident that my armies won't vanish in turn ten because of supply issues I wasn't aware of since turn one.

Durk, the Southern White player, is worried: "Ian keeps piling it on around Rostov. I am not certain if he is trying to rescue an isolated force or kill me. I opt for the latter."
It looks as if Ian has decided upon a desperate strategy: crush the Southern White while holding the front in the East at all costs. According to Durk his troops are in bad shape. The Red strategy might just work. What I don't understand is the inflexible defense on my front. Tactical retreats to preserve troops would be the smarter strategy in my opinion. But apparently Comrade Stalin has given orders not to retreat a single step. In consequence, the defenders of Saratov fought stubbornly. 20.000 Red soldiers have died while dragging 6.000 attackers with them across the Styx. Kappel is yet again the hero of the Siberian White movement.

As an added bonus the fall of Saratov left 8 Red gunboats and 8 transports with nowhere to retreat (the Volga is still completely frozen). The brave Red sailors chose to blow their ships up rather than let them fall into Siberian hands. Perhaps the fear of losing these ships was the reason that prompted the Reds not to evacuate Saratov?

The Siberian Autumn Offensive has reached its final objective. The frontline has been moved to the West considerably. The Volga as a defensive line is already history. But the Siberian forces won't spend the winter in warm cottages: the Autumn Offensive will be immediately succeeded by two new offensives: Snowstorm and Eastwind.

Northern front: The Red Army seems satisfied with the current stalemate. I am not. Operation Snowstorm is designed to crush the weak link in the Red position. 3 of the 4 Red stacks along the Kama are organized as corps, the fourth under Budyenny - a mere one star general this early in his career - is not. Even worse, the Red corps are positioned too far apart to provide mutual assistance. The Red Army command hasn't rectified this mistake for several turns. Hopefully, it will be overlooked for one more turn. Pepeliaev and Panov are ordered to attack Budyenny (unfortunately two days apart from each other). Gaida will stay at Perm but switch to offensive posture in order to be able to participate in the battle.

Basically I am giving up the Kama Line for the moment. But the line has no value in itself, it's importance lies in the protection it provides forces at Perm against flanking attempts. But such an attack doesn't seem to be coming. Besides, I am leaving behind some supply units behind in order to preserve entrenchment levels. This will allow me to quickly retreat my troops by railway if necessary.

Southern front: This turn will be spent reorganizing the Siberian forces. Kappel's and Khanzhin's corps will get some well deserved rest. Meanwhile divisions and leaders will be switched around in order to prepare for the next strike. Cavalry scouts are raising White military control along the Saratov-Penza railway. Kappel intends to use well heated trains rather than march his brave Siberians through the snow. The objective of Operation Eastwind is nothing less than the destruction of the entire Red forces in this sector. Samoylo's and Shaposhnicov's corps will both be attacked. The secondary objective is the conquest of Penza and Syzran. If all goes well, the Siberian forces might even be able to push onward towards Tambov or Simbirsk.

Meanwhile Chapaev is completely cut-off. His cohesion is low and his supplies must be even lower. Soon starvation should begin. His best bet is probably to split his forces up and try to slip through the Siberian lines along the Volga piecemail.

State of the war: The Red leadership has restarted the use of special operations on a wide scale (mostly requisitions). Well, nobody expected Lenin to bow and hold the Kremlin's gates open for Admiral Kolchak. Red inactivity during the last turns has already given the Siberian cause an edge; the new Bolshevik special operations may come too late.

Both, Southern White and Red NM, continue to drop. Red NM is at a mere 56 points now. This will affect their fighting power considerably (low NM decreases the maximum number of cohesion points which directly effects the combat strength). The bizarre thing about this scenario is that the Reds will most likely stay ahead in Victory points until the very end. The only way to win with a White faction is to utterly crush Red NM. 0 NM means instant defeat in RUS.

It is time to transform the winter winds into a full blown storm. Still the title of this chapter might turn out to be optimistic thinking ...

Northern front: Just as the Siberians crossed the Kama en force, the Red troops on the Eastern bank decided to retreat. The Siberians arrived at Votinsk first and forced Shorin (he had left his troops behind and taken over Budyenny's stack) to retreat north. When Blucher arrived with Shorin's former corps he avoided combat as well and turned back. Ian must have given orders allowing for quick retreats, still considering the size of the involved stacks he was lucky. As was I, I don't want to imagine what would have happened if the Red stacks had been able to join forces before the Siberians arrived ...

What will the Red army do next? Blucher is still at Votinsk. He could change the direction of his retreat and join Mezheninov and Shorin. The more daring alternative would be a Red counter-attack. While Mezheninov and Shorin could stage a joined attack, Blucher is in an awkward position: either he would have to stay passive or attack first with his inferior forces. It would get costly for the Red Army.
To the South, Zinoviev is still sitting at Sarapul with a corps heavy on armoured trains. Theoretically he could cross the Kama now. But it would leave the greatest price within reach utterly unprotected: the Red Kama fleet that has sought refuge from the ice in the small harbour of Sarapul.

This fleet will be the next Siberian target: with the frozen river it has nowhere to escape and Zinoviev seems too weak to fend of 66.000 hardened Siberians (both corps are now unified under Pepeliaev's command). In the next step of Operation Snowstorm, he will swing South and attack Sarapul. I have left him on defensive stance but he will turn offensive upon entering territory under Red control. This has the advantage that Pepeliaev is better suited to fend of Blucher if there forces should collide. In that case my plan would most likely fail however since Blucher would probably block Pepeliaev's move.
This attack may very well be the most important one of this turn: if the Red fleet at Sarapul can be captured the balance of power on the Volga-Kama river system would suddenly swing in favour of the Siberians. But even if the Red sailors destroy their ships before they can fall in Siberian hands, it would leave the Red navy too weakened to sustain a complete blockade of the rivers. It already lost 8 gunboats at Saratov (2 units of 4 ships each), losing another fleet at Sarapul would be a devastating blow.

Southern front: Chapeav divided his force into two parts and tried to slip thorugh in Sukhin's sector. Both Red stacks were intercepted but managed to retreat before combat could ensue. Starvation should end their odysee soon enough.

The Eastwind is about to get rougher. With the Saratov-Penza railway secured it is time for Kappel to stage yet another attack. It is no accident that all my major offensives have been led by this general: the other Siberian commanders don't even come close to his talent. Kappel has orders to assault Penza. Currently he outnumbers the Red defenders by 5:1. Obviously my main concern are reinforcements. I can't prevent new troops heading to Penza from the West or North. However the major worry is Samoylo with his 800 pw inside Syzran. By railway he could arrive at Penza within three days. Kappel would still have 2:1 superiority, it would get costly for both sides but eventually the Red Army would probably prevail. Therefore Samoylo must be kept away at all costs. Three cavalry regiments were sent to take over the railway just west of Syzran last turn. They haven't gained enough military control yet but they can try to engage Samoylo's corps which could abruptly stop his movement. Thus the Siberian cavalrymen are ordered to attack any Red forces entering the region. Most likely they will die in a brave but futile battle. A pawn to be sacrificied. At least, there will be a nice monument for the heroic Siberian hussars once Moscow is taken ...
What worries me most is that Kappel's attack lacks any finesse. Its target and timing is completely previsible. It banks entirely upon Kappel's numeric superiority, on pure brute force. If the Red army has some major reinforcements hidden under the fog of war, this could end ugly. But I doubt it.
Besides, winter attacks usually have to rely on brute force. With the snow limiting movement range, flanking moves and surprise attacks in the hinterland are almost impossible to stage.

Samoylo has been sitting inside Syzran for several turns now. I have been itching to exploit the situation just as long. Dutov's army has been reinforced considerably (1650 pw), he is ordered to cross the Volga and lay siege to Syzran. If Samoylo leaves the city to reinforce Penza, this move will be fairly inconsequential. If he decides to men the trenches outside the city, Dutov is likely to get repulsed. But if he stays inside the city, an entire Red stack is in peril. The whole attack may come to nothing since the Volga isn't forzen in this sector at the moment. The Red fleet at Syzran may block Dutov's attempt to cross. At least the snow would damage it in the process.

This turn presents the opportunity to take both major Red armies on the Southern front out of the equation. I doubt the Red Army could recover from such a blow. Its spine would be crushed.
In the end it all comes down to Ian: Does he suspect a huge offensive in the midst of winter? I have been passive the last turn but my troup built-up is hard to overlook and Ian has seen me stage winter offensives before. More importantly has Ian learnt from his earlier mistakes: Will he be willing to abandon ground without a fight? A tactical retreat of Samoylo to Penza could save the day; even give the Reds a major victory. If Samoylo stays put, he invites doom.

A supply crisis: What I have feared most, has arrived: The Siberian Army is entering a major supply crisis. Kolchak's forces have gotten too numerous for the limited Siberian supply system. As of this turn there isn't a single supply stack left west of the Ural. Even with a few upgarded depots and the link at Buguruslan the supply networked is stretched to its breaking point. For now, no soldier has to go hungry but increasingly supply trains can't get refilled. Recruitment of new units (except for supply trains) is stopped: they are of no use to me if I can't feed them. Another depot will be build along the Volga. Each depot slightly increases the available supplies as well. Some units will be rerouted to the Northern front where the supply situation is slightly more stable. If the situation further deteriorates, troops may have to retreat to the Siberian hinterland until the winter ends.

News from the Southern White: According to my friend Durk there wasn't any fighting this turn. The situation is tense though: Red forces are under siege in Novocherkassk and Kiev. Several attempts to relieve them have failed. Still the Red Army is dangerously close to Rostov, the heart of the Southern White cause. Voronesh has been retaken by the Bolsheviks as well.